Creating a Star Wars, open world, mini MMO game. Need (mostly OpenGL) help.
16 replies, posted
So, for the last 4 years now, @Stoissdn and I have been working on a Star Wars, open world, mini MMO game based on a highly modified Jedi Academy (Q3) engine, and rend2 renderer.
The idea behind the game is to have multiple worlds (maps), linked together using a master server to send players between planets and to store inventory, etc. The combat will be almost standard Jedi Academy (with some tweaks and additions, but not moving too far away from the original fighting systems). Most of the work that I have done so far has been engine and renderer stuff, replacing sound system, increasing all the limits, replacing a lot of AI code, etc. I have also made the engine capable of using much larger maps than the original game, and created tools to procedurally add objects to a terrain to create worlds.
Unfortunately I simply am not good enough at OpenGL (i'm ok with GLSL though) to improve the renderer much more then I already have. I also don't understand collision systems, but I would love to completely replace the crappy Q3 BSP map format completely, if possible.
I could desperately use some someone that is good at OpenGL to, in short, come in and fix the basic renderer (and if they wish, add stay and new stuff). Rend2 is coded pretty badly for speed, but I lack the ability to fix much more then I already have.
Here are a few screenshots from the current game, and a short video:
https://i.imgur.com/6xvqO5c.jpg
https://i.imgur.com/dE4OcuF.jpg
https://i.imgur.com/QBg8rA2.jpg
https://cdn.discordapp.com/attachments/255085104362160129/417859548918054932/shot2018-02-27_12-35-37.jpg
https://youtu.be/qR97LCSsnF4
Please, help!
Use Unity or UE4 please.
Yes.
You are looking to use SpatialOS for this. In either Unity or Unreal.
SpatialOS for Games – Improbable
becours we have a star wars licensen that EA or disney can't toch as the game has been released, and its our passion for this game to make it better, so UE4 or unity is not a option
Mod looks dope, dude. I love seeing people reuse old tech
What kind of license?
to make what ever we want wtih this engine with a license to do star wars mods/game, we can't do that with UE4 or unity engine
That's, well, not true.
Only Disney has the rights to provide a license for you to produce "what ever you want" if it has Star Wars attached to it. A license provided to mod a release game definitely does not allow you to do whatever you want with the IP (or even the provided assets / engine).
It sounds like a cool project but you should be aware that if it gets off the ground and you continue calling it 'Star Wars' then you're likely to receive a scary lawyer letter telling you to stop development.
https://en.wikipedia.org/wiki/Fangame#Legal_issues
What @Stoissdn is saying is we are using the Star Wars: Jedi Academy engine because it is already licensed by lucasarts. This project is a modification of the original engine and game, albeit a very extensive one.
I'm kinda actually surprised at how Mari0 still has a download link. As Nintendo likes to sue people like bonkers.
As others have mentioned, you're going to get a C&D from Disney if your project gets any traction and they come across it. The license that Raven / Activision had to produce Star Wars games is not extended to you through the GPL license Raven released the engine code under - you're looking to produce an (commercial?) MMO using that engine (which is fine, as long as you follow the GPL2 license) - but putting Star Wars branding on it is effectively a no-no unless you agree a license directly with Disney and given that EA currently holds the exclusive license for producing Star Wars video games, I don't see that happening.
Claiming this as a "mod" of Jedi Academy is somewhat far fetched at this point, especially as you're talking about stripping a lot of the technology out of the renderer and backend that would link it back to the original systems.
All you need to do is step away from the SW trademark and copyright, make up your own name and just be inspired by the SW universe (without including anything that's a clear and direct lift of their designs) and you'll be fine.
There is nothing commercial about the project, it is completely unpayed.
Anyway, we are drifting off topic, I didn't come here to discuss licensing, and i'm not at all worried about that after 30 years of Jedi Knight game modding.
Fair enough.
These threads pop up once in a while. They are very innocent but they usually develop into the following steps.
Person needs programmers to do very skillful work.
Programmers ask "How much do you pay?"
No pay.
Project abandoned.
What you are asking for is some heavy duty programmers. They usually want money for this type of work.
Yeah. I never really expected that anyone would help, but it doesn't hurt to try
32 players in a quake 3 game is pushing it.. that Jedi Knight Galaxy or whatever project tried doing exactly what you're attempting to do, iirc.
Already sorted out the networking side of things. There should be no issues there with the number of players we will allow on a world map (128 atm). If by some miracle we could get procedural generation happening, I would instance it all as well.
JKG is another thing completely, I was part of that project (in fact I was one of the 2 founders, both of us have left). JKG has massive issues between it's short and long term goals, while it adds a bunch of extra bandwidth on little things, warzone was built from the start with the long term goal of lots of players being the focus. I have worked on MMO projects in the past. I can do most game related stuff, its only opengl that I just cant get my head around completely. The graphical stuff I have already done was done through pure stubornness.
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